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GAME CARTRIDGE LIMITED NINETY DAY WARRANTY 



ATARI, INC. ("Atari") warrants to the original consumer purchaser that your ATARI" Game Program cartridge 
Is free from any defects In material or workmanship for a period of ninety days from the date of purchase. If any 
such defect Is discovered within the warranty period, Atari's soleobllgatlon will be to replace the cartridge free 
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A 

ATARI 9 

TARI, INC., Consumer Division, P.O. Box 427, Sunnyvale, CA 94086 iTy A Warner Communications Company 



THE EXTRA-TERRESTRIAL 




C019741-74 REV. 



2674 



©1982 ATARI, INC. ALL RIGHTS RESERVED 



Printed in U.S.A. 



* E.T and the E.T. character are trademarks of and licensed by Universal City Studios, Inc. 
© 1982 Universal City Studios, Inc All Rights Reserved 




NOTE: Always turn the console POWER switch OFF when inserting or 
removing an ATARI Game Program™ cartridge. This will protect the elec- 
tronic components and prolong the life of your ATARI 2600™ Video Computer 
System™ game. 



©1982 ATARI, INC. ALL RIGHTS RESERVED 



TABLE OF CONTENTS 



1. HELP E.T. GET HOMEI 



2. GAME PLAY 



3. USING THE CONTROLLER 



4. CONSOLE CONTROLS 


6 


5. SCORING 


7 


6. HELPFUL HINTS 


7 



1 . HELP E.T. GET HOME! 




What kind of crazy planet is this, 
anyway? We came here to conduct 
a simple study of primitive planets, 
and look what happened! These... 
things.. .came and scared away my 
friends. Before I knew it, all my 
friends boarded our lightship and 
flew home. 

What do I do now? The only one I 
can trust is that nice little 
alien — Elllleeott. He gives me those 
tasty energy pills (What did he call 
them? Reeessseess Peeesssesss?) 
But these other aliens! Every time I 
get ready to assemble my trans- 
galactic communicator, they come 



and take me away. The one with 
the white coat sticks that 
temperature measuring device in 
my mouth (I wonder why he was so 
upset when it melted?), and the 
other one in the trench coat keeps 
muttering those strange sounds 
(Naaashaaannaall Seeeccuuuu- 
reeetteee?) I just want to go home! 
I hope Elllleeott and I can assemble 
all the pieces of my communicator 
before my energy runs out. 

Oh, oh. Here come those crazy 
aliens again. Help me, Elllleeott! 
Help me get home! 



2. GAME PLAY 




Scientist 



Your mission is to 
help E.T. find the 
three pieces of his 
interplanetary 
telephone, call his 
ship, and guide him 
to the landing pad in 
time to be rescued. 
Do this before E.T.'s 
energy runs out, and 
you'll win the round 
and score points! 
E.T. traverses six 
sites on Planet Earth. Four of these 
are full of pitfalls — they are dotted 
with deep wells (Figure 1) into 
which E.T. can fall (Figure 2). A 
fifth site (Figure 3) shows Elliott's 
house, the Institute of Science, and 
the FBI building. Here, E.T. is taken 
by the scientist to be studied. The 
sixth site (Figure 4) is a forest set- 
ting where E.T. first lands and 
where the ship will land to pick 
him up. 



Welts 



Phone Piece 
Indicator 




Candy 
Piece 



Energy 
Count 



Figure 1 — Well-Pocked Surface 



2 




Figure 2—E. T. Falls Into a Well 



FBI 
Building 


Elliott's 
House 


Science 
Institute 














1 " 
1 


I 


1 



Figure 3 




Elliott 



A round ends when 

E.T. boards the 

spaceship. At the 

end of each round, 

all your bonus points 

are displayed. If you 

want to play another 

round, simply press 

the controller button. 

E.T.'s telephone 

pieces and the 

Candy will be redistributed for him 

to find again. You can play as 

many rounds as you like, since 

your bonus points will accumulate. 

A game ends when E.T. runs out 
of energy or when you decide to 
quit playing. 

On each site E.T. 

moves through 

various power zones. 

While in a power 

zone, E.T. can exe- 
cute only one of his 

extraordinary powers 

For example, if E.T. 

is ready to call his 

spaceship, he must 
be in a "call ship" 
zone. As E.T. stands 
in a power zone, the 
symbol for that zone 
appears at the top 
center of the screen 
(Figure 4). At the 
beginning of each 
new round, the 
power zones are 
redistributed on 
each site. 





FBI Agent 



Inter- Power 

planetary Zone Countdown 

Phone Indicator Clock 




Figure 4—E. T. 's Landing Site 



The power zones are as follows: 

Find phone piece zone- 
Power executed in this 
zone will reveal to E.T. 
whether a part of his in- 
terplanetary telephone 
is hidden on the current 
screen. (The part will blink as 
shown in Figure 1.) E.T. must go 
to the telephone piece and touch 
it. Then, via telekinesis, it will 
move to the telephone construc- 
tion site at the top of the screen 
(see Figure 4). 

Send humans back zone— 

mE.T. can send the FBI 
agent, Elliott, and the 
Scientist back to their 
respective buildings in 
Washington, D.C. 



Eat Candy zone— 

E.T. eats one of the 
Candy pieces he's carry- 
ing, and converts it into 
"*"■*" energy. Figure 1 shows 
what the Candy pieces 
look like. Note: When E.T. eats a 
piece of Candy, the Candy count 
goes down one point and E.T.'s 
energy increases. 

Call Elliott zone- 
Elliott will go to E.T.'s 
rescue when E.T. calls 
from this zone. If E.T. 
has nine Candy pieces, 
Elliott will take the 
Candy, chase away dangerous 
humans, and leave to find a missing 
phone piece. Elliott will then bring 
the phone piece to E.T. If E.T. has 
less than nine Candy pieces, Elliott 
will take the Candy and go back 
home. You score points for every 
Candy piece that Elliott takes back 
home (see section 5, SCORING). 

Move to a new site zone- 
Executing power in any 
of these four zones will 
cause E.T. to immediate- 
ly move to a new site in 
the direction indicated 
by the arrow. 

Call ship zone— 

E.T. can use this zone to 

*call his rescue ship after 
the phone is assembled. 
Once E.T. executes his 
"call ship" power, a 
clock will appear at the top right of 
the screen (as shown in Figure 4). 
The clock will count down the time 
E.T. has to arrive at the landing 



4 



zone. In most cases, E.T. cannot 
call his ship when a human is pre- 
sent. (See Section 4, CONSOLE 
CONTROLS for exceptions). 

Landing zone— 

E.T. must be on the 
Landing zone to be 
rescued. If a human is 
on the screen when the 
rescue ship appears, 
the ship will leave without E.T. and 
he will be left stranded once again. 

NOTE: Sometimes the ship will 
still land when Elliott is present. 
(See Section 4, CONSOLE CON- 
TROLS for details.) 

While trying to get home, E.T. 
encounters many hindrances. He 
might fall into a well, the FBI agent 
can take away his phone pieces 
and Candy by touching him, the 
scientist can detain him for scien- 
tific studies, or E.T. can simply run 
out of energy. 

NOTE: If E.T. has any phone 
pieces when the FBI agent 
touches him, the FBI agent will 
take one of the pieces and hide it 



in a well. If E.T. has no phone 
pieces, the FBI agent will take all 
the Candy pieces that E.T. is 
holding. 

E.T. uses energy when he seeks 
phone pieces, executes special 
powers, or when he's escaping 
from dangerous humans. Although 
E.T. can replenish his energy with 
Candy pieces, the supply is limited 
so they should only be used for 
energy in an emergency. 

If E.T.'s energy expires before he 
is rescued, Elliott will appear on 
screen to save the waning E.T. by 
merging with him. This "emergency 
measure" results in a revived E.T. 
carrying 1500 energy units. Elliott 
can merge with E.T. three times 
per game. Once during a round, 
however, E.T. can encounter a 
wilted flower hidden in the bottom 
of a well. If E.T. revives the flower, 
Elliott is given the ability to merge 
with E.T. one extra time. If E.T. 
runs out of energy after the last 
"emergency measure," E.T. goes 
into hibernation to await the next 
rescue attempt. 



3. USING THE CONTROLLER 




Use your Joystick Controller with 
this ATARI® Game Program™ 
cartridge. Be sure the controller 



cables are firmly plugged into the 
jacks at the back of your ATARI 
2600™ Video Computer System™ 
game. Hold the Joystick with the 
red button to your upper left, 
toward the television screen. Use 
the LEFT CONTROLLER jack for 
this one-player game. (See Section 
3 of your Owner's Manual for fur- 
ther details.) 



• 



STARTING THE GAME 

Press the RESET switch on your 
console or press the red button on 
your Joystick Controller to start the 
game. 

E.T. moves up, down, right, left, 
and diagonally in the same direc- 
tion you move your Joystick. To 
help E.T. levitate out of a well, 
press the controller button and 
push your Joystick forward. To 
help E.T. make a speedy escape 



from the FBI agent and the scien- 
tist, move your Joystick in the 
desired direction and press the 
controller button. Remember, the 
faster you move, the more energy 
you'll use! 

Press the controller button to exe- 
cute a power while in a power 
zone. E.T.'s head will elevate 
whenever he executes a power. 



a 





4. CONSOLE CONTROLS 



GAME SELECT SWITCH 

Press the GAME SELECT switch 
to select a game variation. The 
variations are: 

Game 1 — All humans present in 
game. 

Game 2— Elliott and FBI agent 
present, no scientist. 

Game 3— Only Elliott present in 
game. 



GAME RESET SWITCH 

Press the GAME RESET switch to 
start the game. Each time GAME 
RESET is pressed, the game 
starts over. 



DIFFICULTY SWITCHES 

The RIGHT DIFFICULTY switch 
controls the speed of the humans. 
In the A position, the humans 
move faster than in the B position. 
The LEFT DIFFICULTY switch 
determines the landing conditions 
for the rescue ship. If the switch is 
in position A, Elliott cannot be pre- 
sent on the landing field when the 
rescue ship arrives. If the switch is 
in the B position, Elliott can be pre- 
sent when E.T. calls the ship and 
when it lands. 

TV TYPE SWITCH 

On a color television set, the game 
will appear in color. On a black 
and white TV, the game will ap- 
pear in black and white. The TV 
TYPE switch is not used in this 
game. 



5. SCORING 



There are four ways to earn 
special points in the game: by 
keeping E.T.'s energy count up, by 
carrying Candy onto the rescue 
ship, by giving Elliott pieces of 
Candy, and by collecting more 
than 31 Candy pieces in a round. 
Your score is displayed on the 
screen at the end of a game, or 
when E.T. boards the rescue ship. 



PENALTY 

After E.T. collects 31 Candy 
pieces, he loses 700 energy units 
for each new Candy piece he 
picks up. The energy units are sub- 
tracted from E.T.'s energy count in 
the next round played. 

Bonus points are scored as 
follows: 



idy Pieces carried onto Rescue Ship 

ndy Pieces given to Elliott 
Candy Pieces after the 31st piece 
Remaining energy 



490 points each 
770 points each 
1000 points each 
1 point per unit 



6. HELPFUL HINTS 



This game manual provides the 
basic information you'll need in 
order to rescue E.T. But remem- 
ber, E.T. is an adventure game 
and adventure games are full of 
surprises. So, keep your eyes and 
mind open, experiment with 
various techniques, and expect the 
unexpected! The following are just 
a few hints to help you get E.T. 



rescued before his energy runs 
out. As you play the game, you'll 
discover other strategies. 

1 . Use the wells as escape zones. 
Since humans can't go into the 
wells, E.T. can deliberately fall 
into one if a threatening human 
approaches. Remember, 
floating in and out of wells 
costs energy. 



2. Since the game is set up so 
that only one human at a time 
can be on the screen with E.T,, 
you may occasionally want to 
let the scientist capture E.T. 
This way, the FBI agent can't 
get to our hero and take away 
precious phone pieces. 

3. Give Elliott as many pieces of 
Candy as possible. The more 
you give him, the more bonus 
points you score at the end of 
the game. 

4. To pause play, allow E.T. to fall 
into a well. You can leave him 
there as long as you like 
without endangering E.T. or 
subtracting from his energy. 
When you're ready to play 
again, levitate E.T. out of the 
well and resume the game. 

5. Sometimes E.T. will fall back 
into a well after he has levitated 
up to the planet surface. To 
prevent this, move E.T. right or 
left immediately after the scene 
changes from the well interior 
to the planet surface. E.T. will 
move from the well onto solid 
ground, in the same direction 
you move your Joystick.